well, i'm already caught up with the objects file(after the update/error fixing). by the time i type out what i need using a text file, i may already have the thing done, if i were to just work on it. i also think my naming convention + specifications may be a little too complex to use a script file(if i remember right, sal, your object patch releases were val0001.def - val2000.def, and the sf0001.def - sf0999.def?). if i were using my old naming convention, i could see how a naming script would be feasible to cut production time. as it is, it seems like it could just be more work.
still working on the text file(via objtxteditor). i've been adding more things along the way(i've been working on a map aside from compiling the text file). i made/added ocean mines(since most of the area on the islands that i've been making are full of scenery, ocean mines fixed a resource issue for the map), and a dwelling each for the murloc and abyssal murlocs(adding the adventure map defs of them, too; since i worked on both. i made ocean versions of them as well).
i had a hiccup when adding the ocean mines; my game wouldn't load. i removed the mines, and the issue remained. i changed the program's settings, and now the game runs again. odd that i keep running into program interferences, when dealing with simple object additions.
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just realized, i didn't mention the other 2 things i did previously: i fixed all of the seashells, and added a sea serpent ocean dwelling, too(along with ocean map versions of the creature). just one in a long line of sea monsters i plan on adding(the only HotA creature, except maybe a recoloring of the upgraded version later on down the road).
some screens to display what i'm jabbering about:
beach decor(with the fixed seashells. the ground patch is just an early version of a beach seashell ground patch i'm trying for):
edit: image removed.
the ocean mines i made:
edit: image removed.
and the dwellings i've worked on lately(except the scorpion crevice, i did that a while back):
edit: image removed.
(dwellings)clockwise from top left: abyssal murloc dwelling, murloc dwelling(they have a water-filled cavern that leads to the ocean), great scorpion dwelling, giant spider dwelling(improved the entrance, still working on the clarity), and the sea serpent's cave.
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just added another folder to the text file. i have 8 left to do.
it's the only object patch i know of where everything was created or edited in photoshop, and 2 years of my life(and much time in my future) was dedicated to it.
i appreciate the kind words. i look forward to seeing people using this stuff once it's released. and hopefully, i will have help scripting what i need scripted. i am far too busy with graphics all the time, to try and learn scripting. i have other real-life things i should be doing anyway. like trying to get my car fixed, instead of wondering when the brakes will eventually give out and i'll have to plow into people in an attempt to slow down.
i added 5 more folders to the FREDOBJ.txt since last night, which leaves 3. i'm halfway done, as the swamp and terrain patch folders are the bulkiest of them.
i can specify for bulk stuff beforehand; all the other stuff i'll have to do after i finish adding these folders to the text file. that's phase 3 of the patch.
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one folder left: the terrain patch folder. should be easy, even though it is in the 1,000's. i won't even have to fix the passability on them in phase 3, which makes it even easier. the bulk objects are already done, too. i transferred everything i've already added into the FREBOBJ.txt file over to the pac, as well. after i am done with the last folder, and phase 3(passability), i will be able to move on to phase 4(testing). lol, sounds so official. i should write resumes.
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well, i plowed through the last folder, threw the defs in that folder into the .pac, and made an sfx file. added it to my a bare era2, and took a look at the results. i'm disappointed, to say the least. the naming convention didn't really keep things as organized as i would have liked them. the only plus of the new naming convention, from what i've now seen, is that anything else i add will be grouped with like objects. the friggin' campfires are at the end of everything, and the objects are all over the place(in their little clusters, but still), ffs.
so that blows, but it can't be helped. anyway, on to phase 3. i already found some errors here and there in the objects i've named. i will have to add back 3 willow tree defs after i replace them with new plants, so that the trees fall into line with the others.
i have a question: are there any excellent scripters out there who would be willing to script what i need scripted? they could make a patch that would turn on all the scripts, and would have to be used with my objects patch(obviously), but put out seperately under the name of the scripter(i obviously couldn't take credit, as i don't script. too busy with graphics).
besides a qp recommendation from me, they could get some exclusive content or something(before anyone else, or special requests). just an idea. you guys can kick it around if you want. i would ask(prefer) a talented scripter who knows their stuff, to cut down on any conflicts/errors; for efficiency.
i can prepare a list of what needs scripted and the specs, with the current naming convention. i wasn't sure if anyone would've been interested. will you need the defs themselves, or just the names of the defs?
i recently added two of their creatures to my lineup(to help flesh out the ocean battle creatures). it's a shame they discontinued the mod. most of it was pretty good; there was some definite talent involved. i even tried recreating the great town battle screen ground texture for some defs, and failed. since they obviously used 3d, i was behind the curve on that.
Hmm, I was thinking ... how about doing an ocean floor map? All you'd need to do is wash out the palette with blues and greens and add animated bubbles that float upwards. Of course, mechanics don't change, especially in combat, but heck, who cares? .
i have plans for the ocean in the future(i've already displayed some of it, and have actually been tinkering with a new ocean wave animation for the ocean as it is currently; while keeping the same palette, of course). i have bubbles that(if possible to script) will surround and "enable" the hero def to traverse underwater, as well as in space, and in the sky.
as far as everything that comes with underwater/sky/space, it's all in the plans, my man.
damnit. i keep finding errors in the patch. turns out, i didn't replace the latest work i did for the parrots. fixed.
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on the plus side, oxfea, as i'm fixing things, i'm writing the list of what needs scripted and how. i just finished typing up the specs i need for the special terrain patches under the "all objects" column. when i'm done with everything, i'll shoot you the text file, and we'll see what's doable. hopefully, everything.
ok, i'm on non-interactive animals, and i was curious, can any sounds be added to any amount of animals? i know the HotA team did it with the frogs, i was wondering if that was scriptable, or something that had to be hard-coded. most likely a stupid question.
A scripted graphical patch, this is the first time I hear about. I mean, if you want your objects to generate in random template, then they need regular ID, thus scripts will change the vanilla mechanics, and this for random maps is quite dangerous. If you don't care about objects ID, then your patch can only be used for custom maps, and in custom maps mapmakers use their own self-made scripts, otherwise the variables will conflict.
Did I miss something here?
fred79 said:can any sounds be added to any amount of animals?
Yes and No. The sound must be 10 seconds long max. Then the scripting phase is complex, as you must trigger the sound when you are nearby. Then the game will restart the wav at each step you do. Is quite awkward to do, within the limits of erm. So a very little yes and a big NO.
____________ Era II mods and utilities
Salamandre said:A scripted graphical patch, this is the first time I hear about. I mean, if you want your objects to generate in random template, then they need regular ID, thus scripts will change the vanilla mechanics, and this for random maps is quite dangerous. If you don't care about objects ID, then your patch can only be used for custom maps, and in custom maps mapmakers use their own self-made scripts, otherwise the variables will conflict.
Did I miss something here?
offhand, i'd say you did. the scripts patch that i want to go with my object patch is up to the end-user to use. if they don't want to use it, they don't have to; they could script whatever they feel like scripting, if they're feeling froggy. they're going to be two seperate releases; one will be the graphics patch, the other will be the special scripts patch for the objects that are added in via an "oxfea's scripts for FREDOBJ patch" button, like for wog(era) objects(if the end-user wants them to work how i intend, anyway). they will only conflict if someone wants to use the scripts that go with the patch, with some other patch or setup that may conflict. ultimately, it's up to the end-user.
Salamandre said:
fred79 said:can any sounds be added to any amount of animals?
Yes and No. The sound must be 10 seconds long max. Then the scripting phase is complex, as you must trigger the sound when you are nearby. Then the game will restart the wav at each step you do. Is quite awkward to do, within the limits of erm. So a very little yes and a big NO.
did the HotA team hard-code that, then? because in their sound release, is the .wav for the frogs. i could make/cut the .wavs myself; the internet has adequate resources for that. i have no idea what the scripting phase is for that. but if it IS possible, i could add giggles for the nude pixies, squawks for the parrots/toucans, flirtatious laughter from the mermaids, roars from the bears, buzzing from the bees, whining from the mosquitos, etc.
Any attempt to code Hota way will make your patch incompatible with Era. While it will not be compatible with Hota neither, because erm scripts. Ask Feanor nonetheless, he knows those things better.
____________ Era II mods and utilities
but i'm not trying to get this done through code, but through scripting. so is that a confirmation that the HotA team coded, and didn't script? because i don't know if they did or not.
either way, i just want sounds for things. i want the end-user to be drawn in by audio, as well as visual. i want end users to be able to create their own worlds, and hear them, as well. i want as complete absorbtion as possible in the various environments that one can make with whatever i put out. that's my goal here.
Hota executable is different from Era executable, or it is the executable holding the codes.
Of course, users can make their own world, but they must choose them selves the sounds they want to replace, you can't do it for the mapmaker.
Here, major Sheppard visiting the Circus on Taranis planet. Walking nearby triggers the music. Walking away stops the music. Only replacing is possible for wog/era.